For an overview of feral ghouls throughout the Fallout series, see Feral ghoul. |
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Feral ghouls are creatures found throughout the Commonwealth and Maine in 2287.
Characteristics
Biology
The degeneration into a feral state (referred to as ferocious post-necrotic dystrophy) is not fully understood. It is known that it is a result of a degeneration of the brain (which is not affected by the regenerative mutation of the spinal cord) and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite. When the loss of capacity for thought is complete, a ghoul is considered feral.[1][2] The factors that may cause a ghoul to enter this state are unclear, but anti-social or isolated ghouls are more susceptible to it.[3] Exposure to intense radiation may also be a factor – feral ghouls have no body heat and emit lethal levels of radiation, indicating that feral ghouls are for all intents and purposes dead, their functions sustained only by their high irradiation. This allows them to survive for centuries, relying only on the energy provided by radiation – at the expense of a horrifying, emaciated appearance. Understandably, the process is irreversible.[4][5]
Gameplay attributes
These long gone, decaying sacks of flesh run the gamut, from being little more than a nuisance to a hardy and stalwart opponent. Ferals are typically found anywhere that is abandoned, including metro stations, office buildings, factories, and town ruins.
Feral ghouls are encountered in three distinct ways: simply wandering around, camouflaged among the rubble as they sleep, and by occasionally falling out of cracks in the walls and foundations of buildings. Once disturbed however, they growl and scream to alert other ghouls in the vicinity, causing them to attack in packs, viciously rushing and pursuing whomever or whatever disturbs them. The ability to crawl out of the walls allows them to quite easily flank and outmaneuver their targets.
The most important feature is that feral ghouls will reflexively duck and dodge incoming fire while closing distance, making automatic weapons or explosives a preferred method of dealing with them. Furthermore, ferals will not be stopped if they lose a limb or two. If they lose their legs, they crawl. If they lose their arms, they just keep on coming to slam their bodies into and bash their skulls against the attacker. The only way to kill them is to deplete their hit points. Feral ghouls have the ability to climb low fences and drop down from height if it means they can get to their prey.
Variants
Feral ghoul
Having infested most of the Commonwealth, the standard feral ghoul can be encountered nearly everywhere, especially in areas with heavy traffic, such as near train tracks, and especially within the city.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Feral ghoul '' 000758ad |
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Bloated glowing one
These glowing ones have numerous tumorous growths across their body, slowing them down a bit, but also making them much tougher to take down.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Bloated glowing one '' 000a0eee |
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Charred feral ghoul
Found commonly throughout the Glowing Sea, these variants of feral ghoul have been toughened by radiation burn, and the scorching winds of the Glowing Sea, giving them additional resistances to energy weapons, and making them much harder to take down.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Charred feral ghoul '' 001166a0 |
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Feral ghoul reaver
While there is nothing biologically special about these feral ghouls, it is of note that they still don the metallic pieces of their past armour, lending them much more defense in battle.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Feral ghoul reaver '' 0007ed09 |
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Feral ghoul roamer
Aged ghouls that sport a bit higher health and resistance than the standard feral ghoul.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Feral ghoul roamer '' 0011669d |
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Feral ghoul stalker
Often appearing as deceased, stalkers will ambush any prey that walks near them, and will often crawl through windows and across walls to ambush their prey as well.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Feral ghoul stalker '' 00165790 |
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Fog ghoul
Found only across The Island, these ghouls consist of the locals that have turned feral due to overexposure to the radioactive fog that plagues the region.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Fog ghoul '' xx000000 |
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Gangrenous feral ghoul
Some of the most dangerous feral ghouls that can be encountered, the gangrenous variant sports an unusually high amount of health, energy resistance, and hit hard enough to easily take down even the most well equipped wastelander.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Gangrenous feral ghoul '' 0011669e |
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Glowing one
Feral ghouls that have absorbed an unnaturally large amount of radiation, these variants now and emit low-level radiation, harming living entities near them, and even healing other nearby ghouls.
In battle, glowing ones have the unique ability to let out the radiation building up within them as a burst of energy, which will bring any nearby and deceased ghouls back to life, regardless of removed limbs.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Glowing one '' 00020bcc |
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Putrid glowing one
Glowing ones covered in open sores, the putrid variant gives off more radiation, and hits harder than any other type of feral ghoul.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Putrid glowing one '' 0011669f |
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Rotting feral ghoul
Feral ghouls that have entered advanced decomposition, and as such, are only marginally weaker or stronger than the standard feral ghoul. This variant is usually encountered as stalkers, lying in wait for their prey to walk past them.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Rotting feral ghoul '' 0007ed07 |
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Withered feral ghoul
Feral ghouls that look to be severely dehydrated, the withered variant, like their rotting cousins, are largely seen feigning death, and waiting for their prey to walk past them.
Name (Editor ID, Base ID) | Statistics | Behavior | Abilities | Items | ||||
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Withered feral ghoul '' 0007ed08 |
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Appearances
Feral ghouls appear in Fallout 4 and its add-on Far Harbor.
References
- ↑ Fallout 4 loading screen hints: "While they can easily be mistaken for zombies, Feral Ghouls are actually horribly irradiated humans whose brains have rotted away, causing madness."
- ↑ Tenpenny Tower terminals; Exploration Database, Feral Ghouls
- ↑ Underworld terminals; Research Terminal, Study Of Ferocious Post-Necrotic Dystrophy
- ↑ The Lone Wanderer: "I need more details... What's the breach all about?"
M.A.R.Go.T.: "Internal visual sensing equipment is detecting numerous unidentified persons in the southeast tunnels area. The individuals have damaged metro equipment and refused dialogue with our security units. In accordance with U.S. Security Statute A567/B, the use of deadly force has been authorized."
The Lone Wanderer: "Can you tell me more about these unidentified persons?"
M.A.R.Go.T.: "My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."
(M.A.R.Go.T.'s dialogue) - ↑ Little Yangtze terminals; Little Yangtze Log Terminal, Elijah's Journal - Day 2